[MOD] Conquest and War in Rebirth! Release Version 1.60 10-30-2016

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Shazbot01
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Post by Shazbot01 »

I believe you are correct BlackRain, I did see some CAWR variant frigates patrolling in ROC sectors yesterday on a Very Hard new game (beta 4), about 30 minutes into play. I wonder if the difficulty scaling thing changes how many CAWR ships spawn?
JDD79
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Post by JDD79 »

Hi!
I've massive problems with "textIDnotfound" errors from CWIR version 0.66 up to latest version.
Basically everything in terms of language is cryptically messed up. I tried hard to find the issue but nothing worked out for me. I tried to turn off other mods with no luck as result.
Moreover I noticed errors in the description to your given starter careers, so it's already there an issue and probably not any other mod interfering I guess. Maybe you can bring light into dark.

I'm testing your mod with X_R 3.61 (ger language) on win7-64bit

Greetings
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pirke123
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Post by pirke123 »

I just built my first shipyard and have a question... When I order a Fedhelm from another shipyard, I have to pay 3.6M. When selecting the shipyard dealer on my own shipyard (there are no resources available yet) it tells me the Fedhelm will kost me 4.1M. Why is the Fedhelm 500k more expensive in my own shipyard?

Or is this a worst case price and do I get it for free if I supply all the required resources myself?
Reaperxvii
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Re: Reiver hidden base?

Post by Reaperxvii »

VincentTH wrote:I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.
I've personaly had an issue with stations just fully respawning after I destroy them in devries.
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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j.harshaw
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Post by j.harshaw »

Shazbot01 wrote:I wonder if the difficulty scaling thing changes how many CAWR ships spawn?
Haven't looked at CWIR's job file in a fairly long while so am not sure, but if BR and Rubini have it set up to use vanilla escort jobs, they will scale some in Hard and Very Hard. I know they cancel all patrol and trade jobs and replace them with custom jobs, but not sure about the escorts.
VincentTH
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How to build an Outpost?

Post by VincentTH »

I can't build outpost for some reason.

I have 18mil in my account, and after killIing the PMC station, I bring up Far Out Zone Map, then Select The Big Empty, then Plot Course. It pops up a menu, and I select Option 3 (Build Outpost at chosen zone). It just bips and does nothing.


Game is vanilla 3.61+CWIR no other mods.

What did I do wrong?

(Previous patch notes seem to indicate I had to purchase a OPCV at the SY, but no such ship is for sale in the current version).

I can upload a save game for BR to look at upon request.
Last edited by VincentTH on Fri, 15. Jan 16, 15:43, edited 1 time in total.
Reaperxvii
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Post by Reaperxvii »

Blackrain - once I'm done editing in these ships would it be okay if I uploaded a copy of the SurfaceElements/Macros file which would include ships from the Canteran ship pack which allows them to be constructed at your player shipyards?

Also if I were to add a ship (something from lets say redesignedships mod) to the macro's file, and for some reason that person didn't have the mod installed would the file still load correctly?
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."

"Time is the fire in which we burn"

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BlackRain
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Re: Reiver hidden base?

Post by BlackRain »

VincentTH wrote:I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.
Just destroying the stations is not enough. All reiver zones need to be conquered (as in owned by someone else). Also, some ships may still spawn for a time after that because the suppression file is checked every couple of hours. Only when that file is checked are spawns shut off or turned on and only if requirements are met. You must conquer the zones or someone else has to.
BlackRain
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Post by BlackRain »

pirke123 wrote:I just built my first shipyard and have a question... When I order a Fedhelm from another shipyard, I have to pay 3.6M. When selecting the shipyard dealer on my own shipyard (there are no resources available yet) it tells me the Fedhelm will kost me 4.1M. Why is the Fedhelm 500k more expensive in my own shipyard?

Or is this a worst case price and do I get it for free if I supply all the required resources myself?
You can ignore that. It doesn't actually cost you anything to build ships at your shipyard, you just need to buy resources. However, the way it works is that you need that much money in your account to build the ship. It will appear to take your money but it doesn't. Unfortunately it must be done this way.
BlackRain
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Re: Reiver hidden base?

Post by BlackRain »

Reaperxvii wrote:
VincentTH wrote:I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.
I've personaly had an issue with stations just fully respawning after I destroy them in devries.
I see there is some confusion here. Stations do and will respawn. If the zone remains in the original factions control than the station will eventually respawn. If a faction loses a zone then stations do not respawn unless they retake the zone. This is how we designed it. We never got around to full station construction. The OPCV was our prototype and it works. The code is there for full station construction, though, but it would be a lot of work to implement it.
BlackRain
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Post by BlackRain »

j.harshaw wrote:
Shazbot01 wrote:I wonder if the difficulty scaling thing changes how many CAWR ships spawn?
Haven't looked at CWIR's job file in a fairly long while so am not sure, but if BR and Rubini have it set up to use vanilla escort jobs, they will scale some in Hard and Very Hard. I know they cancel all patrol and trade jobs and replace them with custom jobs, but not sure about the escorts.
I removed escorts too. I'm thinking ego added new jobs and that's what is spawning. My jobs should be functioning correctly.
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pirke123
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Post by pirke123 »

BlackRain wrote:
pirke123 wrote:I just built my first shipyard and have a question... When I order a Fedhelm from another shipyard, I have to pay 3.6M. When selecting the shipyard dealer on my own shipyard (there are no resources available yet) it tells me the Fedhelm will kost me 4.1M. Why is the Fedhelm 500k more expensive in my own shipyard?

Or is this a worst case price and do I get it for free if I supply all the required resources myself?
You can ignore that. It doesn't actually cost you anything to build ships at your shipyard, you just need to buy resources. However, the way it works is that you need that much money in your account to build the ship. It will appear to take your money but it doesn't. Unfortunately it must be done this way.
Thanks! I'm currently filling it up with resources, but due to the war between PMC and HOA (and most neutrals like Ledda) the different factions often don't reach my stations. I'm playing neutral, and profiting from the wars hoping to get filthy rich :) Buy from one side, sell to the other. 30% profit per trade on average :) I just need more ships of every kind, and the small consumer ships don't use the highways so are way too slow.

I did notice a bug with the shipyard: when I have a ship with 20 drones, and modify the ship to put 10 drones back in the shipyard, the ship ends up with 10 drones but the shipyard inventory isn't changed. Those 10 drones are gone, and so is the money that was promised.
VincentTH
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Re: Reiver hidden base?

Post by VincentTH »

BlackRain wrote:
VincentTH wrote:I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.
Just destroying the stations is not enough. All reiver zones need to be conquered (as in owned by someone else). Also, some ships may still spawn for a time after that because the suppression file is checked every couple of hours. Only when that file is checked are spawns shut off or turned on and only if requirements are met. You must conquer the zones or someone else has to.
Yeah, but I can't build an outpost for some reason, and I posted above. Do I need another mod besides CWIR? Or does the SY need to have resources?
BlackRain
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Re: Reiver hidden base?

Post by BlackRain »

VincentTH wrote:
BlackRain wrote:
VincentTH wrote:I believe I have killed all Reiver stations in Devries, but they keep coming back. I also saw one Titurel boosting NW of Unmet Promise, but I was in my starting engine, so I could not keep up with it. Later attempts to locate that base were fruitless.

Is there a hidden base somewhere I have to take out in order to get rid of the Reivers?

I am playing Terran Defender.
Just destroying the stations is not enough. All reiver zones need to be conquered (as in owned by someone else). Also, some ships may still spawn for a time after that because the suppression file is checked every couple of hours. Only when that file is checked are spawns shut off or turned on and only if requirements are met. You must conquer the zones or someone else has to.
Yeah, but I can't build an outpost for some reason, and I posted above. Do I need another mod besides CWIR? Or does the SY need to have resources?
You do not need another mod and the shipyard doesn't matter. It doesn't actually get built at a shipyard. There are certain requirements that must be met in order to build the OPCV. Is the zone you are trying to build in owned by you or another faction? You must own the zone first I believe. It's been a while since I looked into the code. I'm planning to take a look tonight or tomorrow if I have time.


Also, some bad news. Rubini finally contacted me and hes had some personal issues and may or may not ever come back to modding so this will seriously hamper development especially since he was working on station capturing and other things. I will try to see what I can do but without help I wouldn't hope for too much. If anyone is interested in working on this with me, please let me know. It would be great to have a team for various things. There's a lot of work that needs doing (even something like writing a manual)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Sorry to hear that about Rubini and I hope things begin to improve.

Re: Manual. With your permission we could begin to add info into a dedicated wiki in the X:Rebirth modding wiki page.
VincentTH
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Post by VincentTH »

The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.

I can upload my save game if you need it.
BlackRain
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Post by BlackRain »

VincentTH wrote:The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.

I can upload my save game if you need it.


You won't be able to take the zone since HOA ships are there. Let HOA take the zone and they will build an outpost thete. However, they can't take the zone if your ships are there. Like I said, there are requirements and restrictions, it's a matter of knowing what these are. Upload your save and I will look at it
VincentTH
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Post by VincentTH »

BlackRain wrote:
VincentTH wrote:The zones in question us The Big Empty, and it is owned by PMC even though I and 2 HOA Aransas are patrolling the zones and thwarting all PMC attempt to retard it. Not just that xone, something happens everywhere, I just can't build an outpost, be it at TBE, Forlorn Armory (owned by me BTW, but no station there) or in Devries.

I can upload my save game if you need it.


You won't be able to take the zone since HOA ships are there. Let HOA take the zone and they will build an outpost thete. However, they can't take the zone if your ships are there. Like I said, there are requirements and restrictions, it's a matter of knowing what these are. Upload your save and I will look at it
OK, Here it is

I will move my ships out to see if it works.
JDD79
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Post by JDD79 »

Hi BR,
not sure if you've missed my post, but maybe you could give answer to upcoming textIDnotfound errors, as I mentioned in my last post.


quote:
I've massive problems with "textIDnotfound" messages from CWIR version 0.66 up to 0.9f version.
Basically everything in terms of text is cryptically messed up. I've tried hard to find the issue but nothing worked out for me. I've tried to turn off other mods with no luck.
Moreover I noticed "textIDnotfound" messages in the description to your given game starts, so it's already there an issue and probably not any other mod interfering.

I'm testing your mod with X_R 3.61 (ger language) on win7-64bit


EDIT: OK I FOUND THE ISSUE IT'S THE LANG PACK, I HAVE TO START THE GAME IN ENGLISH TO GET ANY TEXT SHOWN FROM YOUR MOD.


Is there no work aroun!?... because all other mods are working with the german lang pack!
BlackRain
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Post by BlackRain »

JDD79 wrote:Hi BR,
not sure if you've missed my post, but maybe you could give answer to upcoming textIDnotfound errors, as I mentioned in my last post.


quote:
I've massive problems with "textIDnotfound" messages from CWIR version 0.66 up to 0.9f version.
Basically everything in terms of text is cryptically messed up. I've tried hard to find the issue but nothing worked out for me. I've tried to turn off other mods with no luck.
Moreover I noticed "textIDnotfound" messages in the description to your given game starts, so it's already there an issue and probably not any other mod interfering.

I'm testing your mod with X_R 3.61 (ger language) on win7-64bit


EDIT: OK I FOUND THE ISSUE IT'S THE LANG PACK, I HAVE TO START THE GAME IN ENGLISH TO GET ANY TEXT SHOWN FROM YOUR MOD.


Is there no work aroun!?... because all other mods are working with the german lang pack!

Try doing this and let me know if it works, okay?

Go into the CWIR folder in your extensions folder.
go to the t folder in the CWIR folder.
Delete the 0001-l049 file in there.
Then run the game


Let me know if this works.

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